3.0f

semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
<div class="IPBDescription">questions.</div> I'm not here to flame any of the decisions by the dev team and Flayra that were implimented in the new 3.0 build. I'm not even a playtester myself. That's why I'm asking about a few of the things in the changelog. I'll cut to the chase now:

1) NS_Veil questions first. I'm not worried about these changes, I'm just curious.
>The changelog posted says "new corridor new double node." Does that mean "new corridor TO double node"? If so, where does the corridor lead?
>Where's north loop?

2) Hand grenades. The changelog says that grenades now explode on contact. Does that mean that they explode just on contact with aliens or on contact with anything (walls, floor, etc.)?

3) You knew this was coming. The onos now costs 75 res. Sounds OK, but don't we want the Onos to be more powerful at a larger expense? Or are you guys making it more powerful (than 2.0 onos) at a lesser expense? Right now, the non-playtesting public can't tell how much of an impact the HP changes have because we don't know how much the hitbox changes hurt the onos. I just want to keep tabs on how powerful the onos is.

4) Last question: The weird recycling with the arms lab was fixed; does that have anything to do with the weird armory bug where you can't drop any weaponry?

Thanks for your time!
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Comments

  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    edited January 2004
    <!--QuoteBegin--semi-psychotic+Jan 18 2004, 03:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jan 18 2004, 03:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2) Hand grenades.  The changelog says that grenades now explode on contact.  Does that mean that they explode just on contact with aliens or on contact with anything (walls, floor, etc.)? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They only explode on contact if they hit an alien or an alien stucture.

    Max
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Good point about the onos. And if Fades become 60 res, 15 res difference... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Northloop is not on any of the overviews I have. It must be a change.
  • twoflowtwoflow Singing Drunk Join Date: 2002-11-01 Member: 1950Members, Constellation
    <a href='http://thelbsc.co.uk/veil3.jpg' target='_blank'>North Loop,</a> located inbetween marine spawn and double res. <a href='http://thelbsc.co.uk/veil2.jpg' target='_blank'>East entry here</a> (where the east vent to marine spawn was).

    I didn't notice any other changes (corridor to double res?) other than the lack of marine spawn vents, though.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    There are no changes to double res itself. There are, however, two new corridors branching out from the two rooms at either side of double res, (Where the vents leading to marines spawn used to be), that lead to the North Loop.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--BlueNovember+Jan 18 2004, 03:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Jan 18 2004, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good point about the onos. And if Fades become 60 res, 15 res difference... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->


    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Fades are back to 50 res. Still only a 25 res difference.
  • I_Am_The_ForceI_Am_The_Force Join Date: 2003-07-05 Member: 17950Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3) You knew this was coming. The onos now costs 75 res. Sounds OK, but don't we want the Onos to be more powerful at a larger expense? Or are you guys making it more powerful (than 2.0 onos) at a lesser expense? Right now, the non-playtesting public can't tell how much of an impact the HP changes have because we don't know how much the hitbox changes hurt the onos. I just want to keep tabs on how powerful the onos is.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Anyone who has never played a fps can hit the onos. The new hitbox is the same size as the onos model so it is like shooting the broadside of a barn.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited January 2004
    While we're asking questions...

    Since onos is now 75 res, does that mean that the res cap for aliens is/will be 75? I don't see why you'd want to go above 75, since it's the most expensive thing for aliens (except if overflow is still in 3.0; I guess earlier overflow would be an additional balancing factor the devs want to save after they've sorted the onos itself out).
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Overflow is in, and you'd want to go over so you could evolve again when you die. And you will die fairly quickly if the marines have weapons upgrades. Well, let's be honest. Extremely quickly.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    My initial impressions after a couple hours of play:

    With the cost decrease, aliens have a strong midgame now. I can't decide if they're good at endgame now, since the grenade launcher is bugged (won't work) and redemption gives the alien a split-second of invulnerability (so redemption onos are pretty powerful). Fade is useless as ever. I don't really like the latest lerk flight tweaks, but I can live with it. Hand grenades are getting more useful.
  • godzilla21godzilla21 Join Date: 2003-06-05 Member: 17022Members
    <!--QuoteBegin--Snidely+Jan 18 2004, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jan 18 2004, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While we're asking questions...

    Since onos is now 75 res, does that mean that the res cap for aliens is/will be 75? I don't see why you'd want to go above 75, since it's the most expensive thing for aliens (except if overflow is still in 3.0; I guess earlier overflow would be an additional balancing factor the devs want to save after they've sorted the onos itself out). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agree.

    There is no reason for aliens to have more than 75res if Onos cost is 75......
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin--Ahnteis+Jan 18 2004, 07:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jan 18 2004, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Overflow is in, and you'd want to go over so you could evolve again when you die. And you will die fairly quickly if the marines have weapons upgrades. Well, let's be honest. Extremely quickly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But you'll only be able to store 25 more res...that's not much. You could only become a gorge with 25 res, right?
  • DarkwolfDarkwolf Join Date: 2003-11-21 Member: 23336Members
    would you rather have 0 res than 25 res?
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I never will have 25 res after onosing, because the only time I'm sitting on 75 res is if I'm saving for onos. I'd rather have any extra res go to the team as overflow if it takes time for me to get to a safe spot to evolve.
  • kirchykirchy Join Date: 2003-12-01 Member: 23838Members
    dude ... the over flow is excelent...
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fade is useless as ever<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    When have fades ever been useless and in what way?
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    edited January 2004
    <!--QuoteBegin--UKchaos+Jan 18 2004, 10:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Jan 18 2004, 10:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When have fades ever been useless and in what way? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Useless <i>only</i> when going toe-to-toe with a pack of shotgunners, and when in the hands of the unskilled.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    The fixed hitboxes have hit the onos and fade really hard.

    You can't imagine the ridiculously huge difference it makes... 1 HMGer can kill an onos with half a clip...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited January 2004
    <!--QuoteBegin--Dragon_Mech+Jan 19 2004, 06:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jan 19 2004, 06:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--UKchaos+Jan 18 2004, 10:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Jan 18 2004, 10:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When have fades ever been useless and in what way? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Useless <i>only</i> when going toe-to-toe with a pack of shotgunners, and when in the hands of the unskilled. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Unfortunately, the majority of situations where fades die. And fairly commonly I see both.

    EDIT: incase my point wasnt clear: the fade is damn good, maybe too good, in the hands of those who are good at it. But it is 100% useless for those who aren't good at it(while mediocre players can do fairly well as any other species. Not the fade...) - - - although I suppose the new lerk will also be like this.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Thanks for the quick answers!

    I know that the hitbox for the onos is easy to hit with every bullet in a LMG clip, but I didn't know how much of a difference it was from before (you really can't tell how many bullets hit the onos with the old hitbox, because the blood spawned by the hitbox, inside the onos). I also didn't know how much that translated into HPs.

    If Revenge isn't exaggerating, then question number three has been answered for me.

    As a side note, I've always been a pretty good fade unless I'm trying to carry the entire team. I do it like a skulk would: cloaking if possible, silence or adrenaline, waiting in that dark corner that you don't know existed (a salute to the mappers for making so many of those!), ready to blink in, cut one down, and blink out. If I'm trying to carry the team, it probably means that the marines are marching on the hive and I'm trying to stall them. Then, I pack adrenaline and/or carapace (depending on hive count, of course), and I make sure people know that I'm not coming back.
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    <!--QuoteBegin--semi-psychotic+Jan 19 2004, 08:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jan 19 2004, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As a side note, I've always been a pretty good fade unless I'm trying to carry the entire team. I do it like a skulk would: cloaking if possible, silence or adrenaline, waiting in that dark corner that you don't know existed (a salute to the mappers for making so many of those!), ready to blink in, cut one down, and blink out. If I'm trying to carry the team, it probably means that the marines are marching on the hive and I'm trying to stall them. Then, I pack adrenaline and/or carapace (depending on hive count, of course), and I make sure people know that I'm not coming back. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you like hit and run fading, you might wanna try focus instead of cloaking in 3.0. You hit much more slowly, but double damage per swipe is crazy, and when you hit and run, it's usually better to run after 1 hit than 2 anyway. Hopefully fades will get a bit tougher by release, since they do currently die to a lot less than a "pack" of shotguns. How about 2 with decent aim firing twice, regardless of the fade players skill? At least that's been my experience in 3.0. I'm sure they'll get it worked out soon enough though.
  • booogerboooger Join Date: 2003-11-03 Member: 22274Members
    Fade isn't worthless, it's just not worth getting unless you have three hives. Sure, it can do damage, but the game says it's a "Warrior", not a hit and run weenie. Which is what it seems to be.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--QuoteBegin--boooger+Jan 19 2004, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (boooger @ Jan 19 2004, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fade isn't worthless, it's just not worth getting unless you have three hives. Sure, it can do damage, but the game says it's a "Warrior", not a hit and run weenie. Which is what it seems to be. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ..................................................
    uh, you are SOOOOOO wrong. An early fade can be DEVESTATING as long as he is good. Its just that a fade sucks in the hands of a newbie, though.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    What i say to the 75 res cap thing, no. Just because ono is only 75 that should't change the cap, what about all the gorges? Every 10 res is important to them. with 100 res you can drop a hive, and 6 OCs or what ever. With only 75 youget a hive and what 3 OCs? Thats a HUGE differnce. And all the people who don't ono will find the 100 res cap helpful for going back to what ever they where soon after death. If you had 100 res you chould go fade twice in a row. I know i'v done that alot when trying to save the last hive from overpowering odds.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I think the big concern is that if they're dropping the onos cost to 75, they're finally admitting that he just sucks in classic but is balanced for combat. No, we can't be sure til us non-constie peons have played it, but if the aliens can't get anything better than a supernerfed onos and the marines still have their box of usual toys, the game balance starts to get pretty bad. Make the onos a tank like he should be, raise his cost and the alien max res if you have to, but he should be a game winner, not just a big rumbling target. It's OKAY to have the stats different between combat and classic. REALLY. We don't mind!
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin--Eidolan+Jan 19 2004, 03:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Jan 19 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What i say to the 75 res cap thing, no. Just because ono is only 75 that should't change the cap, what about all the gorges? Every 10 res is important to them. with 100 res you can drop a hive, and 6 OCs or what ever. With only 75 youget a hive and what 3 OCs? Thats a HUGE differnce. And all the people who don't ono will find the 100 res cap helpful for going back to what ever they where soon after death. If you had 100 res you chould go fade twice in a row. I know i'v done that alot when trying to save the last hive from overpowering odds. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, there's good and bad sides to it. Like I said, a smaller res cap would mean more chance of overflow - this is good for gorges, who struggle for res unless aliens have taken most of the map. Why would I wait for 100 res before going fade? Chances are you wait until you got 50, you ask the team if it's okay for you to fade, then you do so. I've never sat on res, as it could be put to better use taking down the marines. Otherwise, chances are they'll reach HA, which is generally fatal.
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    I think it's wrong when a single shotgun and 2 marines can easily ward off a fade.
  • KickarseKickarse Join Date: 2002-11-03 Member: 5556Members
    <!--QuoteBegin--semi-psychotic+Jan 18 2004, 08:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (semi-psychotic @ Jan 18 2004, 08:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3) You knew this was coming. The onos now costs 75 res. Sounds OK, but don't we want the Onos to be more powerful at a larger expense? Or are you guys making it more powerful (than 2.0 onos) at a lesser expense? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The hitbox changes/fixes have unfortunetly had the negative effect of completely unbalancing the game. The onos and fade (especially) remain extremely weak and you make a very good point on having the onos as a powerful but expensive unit, I for one hope that gets changed.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--Snidely+Jan 19 2004, 03:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jan 19 2004, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Eidolan+Jan 19 2004, 03:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Eidolan @ Jan 19 2004, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What i say to the 75 res cap thing, no. Just because ono is only 75 that should't change the cap, what about all the gorges? Every 10 res is important to them. with 100 res you can drop a hive, and 6 OCs or what ever. With only 75 youget a hive and what 3 OCs? Thats a HUGE differnce. And all the people who don't ono will find the 100 res cap helpful for going back to what ever they where soon after death. If you had 100 res you chould go fade twice in a row. I know i'v done that alot when trying to save the last hive from overpowering odds. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, there's good and bad sides to it. Like I said, a smaller res cap would mean more chance of overflow - this is good for gorges, who struggle for res unless aliens have taken most of the map. Why would I wait for 100 res before going fade? Chances are you wait until you got 50, you ask the team if it's okay for you to fade, then you do so. I've never sat on res, as it could be put to better use taking down the marines. Otherwise, chances are they'll reach HA, which is generally fatal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    75 res onos does not justify bringing the cap down to 75. In 1.0 the onos cost 80 and the cap was different at each hive stage. The cap was brought to the universal 100 to thwart the overflow problem. Overflow was taken out for some reason (2.0) and now being brought back for good reason (3.0).
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    For the fade, maybe they could use a different model that is shorter. Then they could match the hitbox to it, and it would still be small enough to be hard to hit while letting people know where to shoot. As for the onos, it just needs different amounts of health in combat and classic.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    I don't think any of us who aren't consties, PTs, or Vets should even <i>try</i> to suggest fixes for balance due to hitbox fixes... That's literally the blind leading the blind. No matter how much information you're given about something like this, you're shooting in the dark because you don't <i>really</i> know how the hitbox fixes change things.

    *will remain quiet from here on*
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